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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: Omega on September 30, 2014, 02:33:55 AM

Title: Poisons in 5e D&D
Post by: Omega on September 30, 2014, 02:33:55 AM
This came up over on BGG/RPGG.

As it stands the use of poisons is a little odd depending on how you read it.
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Base poison costs 100gp and is a DC 10 CON save or take 1d4 poison damage. A poisoned blade will remain so for 1 minute.

But the entry on poison effect says that a poisoned target is at disadvantage on attack rolls and ability checks. But does not state how long.

The Poisoners Kit costs 50gp and states it has everything needed to make poisons...

But... Making a vial of poison takes 20 days to craft and costs 50 GP according to the downtime crafting rules.
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Hoard of the Dragon Queen introduces the following.

Confusion Poison: DC 10 CON save or is Confused 1 minute. On a successfull save is confused 1 round.

Health Debilitating Poison: DC 10 dex save or take d10 poison damage (Possibly because poison was on a trap) and HP MAX is -5 until long rest. Id sau a CON save under other circumstances.

Frog Hallucinogen Poison: DC 12 CON save or effected simmilar to the Confusion poison for 10 minutes. No effect if makes save.

Wyvern Poison: DC 13 CON save or take 7d6 poison damage, 1/2 if saved.

Villain Poison on a weapon: Just +2d6 poison damage. Good for 3 hits.
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Have not seen Phandelver yet. Any new poisons in that?

Seems to me that using standard poison is as follows.

DC 10 Con save or take 1d4 poison damage and be disadvantaged. (I am not sure on the disadvantage duration. Till make a successful save? Till make a short rest? Till make a long rest?

A poisoned weapon is good for 1 min.

Crafting poison takes 20 days and costs 50 gold.

How would you handle poisons and the crafting of?
Title: Poisons in 5e D&D
Post by: Opaopajr on September 30, 2014, 04:44:57 AM
I'd just go back to the basics of Application, Onset Time, Symptoms. Saved Effect, Failed Effect, Duration, Medical Help, and leave most of the saves in CON checks.

Application: i.e. inhale, ingest, inject, contact.
Onset Time: how long before the first symptoms and effects are noticeable.
Symptoms: the flavor on how the results manifest, important to medical care.
Saved Effect: how it effects, if at all, those who successfully resist.
Failed Effect: how it effects those who failed to resist.
Duration: how long those effects last.
Medical Help: determine who, what, when, where, how, why, whatever is necessary to cure or mitigate all or part of the poison's details.

Poisons not affecting CON... I'm having difficulty seeing why, but maybe on the off chance someone has a good reason to create one. I reserve my doubts until then.

As for creation, sky's the limit with creativity. As long as you cover the basics, and can convert that into 5e-ese language, I don't see the problem here. It's the fine-tuning for your campaign that's the pain in the ass.
Title: Poisons in 5e D&D
Post by: Blacky the Blackball on September 30, 2014, 04:55:23 AM
Quote from: Omega;789368Seems to me that using standard poison is as follows.

DC 10 Con save or take 1d4 poison damage and be disadvantaged. (I am not sure on the disadvantage duration. Till make a successful save? Till make a short rest? Till make a long rest?

A poisoned weapon is good for 1 min.

Crafting poison takes 20 days and costs 50 gold.

How would you handle poisons and the crafting of?

Looking at the variety of poisons in the Monster Manual for comparison, we have...

So it seems that the damage and the condition are two separate things. Some poisons do one, some do the other, and some do both. Some get no save, some get a save for half damage, and some get a save to avoid the effect completely. Also, some get an increased effect if the save fails by 5 or more.

With that in mind, I'd say that the standard poison does 1d4 damage on a failed save and is good for a minute, but doesn't also give the target the "Poisoned" condition. It takes 100gp to make, and requires 20 days and a Poisoner's Kit.
Title: Poisons in 5e D&D
Post by: Shipyard Locked on September 30, 2014, 06:01:07 AM
Whoa, you're right, it looks like the "poisoned" condition and actual poison attacks don't always go hand in hand... like they intuitively would.

Ugh, that's going to confuse a lot of people needlessly. Why the hell didn't they just leave the "nauseated" condition in the game and use that?

I don't want to be a hater, I'm gearing up for a 5e campaign, but realizations like this really shake my confidence.
Title: Poisons in 5e D&D
Post by: Necrozius on September 30, 2014, 06:16:32 AM
Quote from: Shipyard Locked;789392Ugh, that's going to confuse a lot of people needlessly. Why the hell didn't they just leave the "nauseated" condition in the game and use that?

YOINK! Gonna use that, thanks!
Title: Poisons in 5e D&D
Post by: Exploderwizard on September 30, 2014, 07:21:58 AM
The poisoned condition is best reserved for those who order the special at the less than stellar tavern. :)
Title: Poisons in 5e D&D
Post by: Necrozius on September 30, 2014, 08:35:46 AM
Could being poisoned just give the target 1 Exhaustion?

Actually... one could say that the more potent the poison, the more exhaustion that it gives. Truly bad stuff could gradually bring the victim to 5... which is death.
Title: Poisons in 5e D&D
Post by: flyerfan1991 on September 30, 2014, 08:39:17 AM
Quote from: Shipyard Locked;789392Whoa, you're right, it looks like the "poisoned" condition and actual poison attacks don't always go hand in hand... like they intuitively would.

Ugh, that's going to confuse a lot of people needlessly. Why the hell didn't they just leave the "nauseated" condition in the game and use that?

I don't want to be a hater, I'm gearing up for a 5e campaign, but realizations like this really shake my confidence.

I guess when I read "nauseated", I think of a stomach virus. "Poisoned" is pretty specific.
Title: Poisons in 5e D&D
Post by: Sacrosanct on September 30, 2014, 10:06:30 AM
that's been a weird thing I've noticed too.  I'm guessing it will all be in the DMG
Title: Poisons in 5e D&D
Post by: Rincewind1 on September 30, 2014, 10:17:20 AM
Quote from: Exploderwizard;789400The poisoned condition is best reserved for those who order the special at the less than stellar tavern. :)

Or order it at a stellar tavern.
https://www.youtube.com/watch?v=y-sBROXalU4
Title: Poisons in 5e D&D
Post by: RPGPundit on October 02, 2014, 07:51:20 PM
Quote from: Shipyard Locked;789392Whoa, you're right, it looks like the "poisoned" condition and actual poison attacks don't always go hand in hand... like they intuitively would.

Ugh, that's going to confuse a lot of people needlessly. Why the hell didn't they just leave the "nauseated" condition in the game and use that?

Some of that may be my fault, at least in part.  Early on in the design process there were HUGE numbers of conditions in the game, and I urged them to Simplify. I thought it was essential to de-jargonize the game and to allow the simplicity of the core mechanic and stuff like advantage/disadvantage to shine through without being bogged down by all kinds of added stuff.
Title: Poisons in 5e D&D
Post by: Novastar on October 02, 2014, 08:05:35 PM
Quote from: Exploderwizard;789400The poisoned condition is best reserved for those who order the special at the less than stellar tavern. :)
Quote from: Rincewind1;789416Or order it at a stellar tavern.
https://www.youtube.com/watch?v=y-sBROXalU4
Change my order to the soup! :eek:

I have to admit, I've never been impressed with any take on poison in D&D; most core materials make it far more trouble than it's worth, and most 3rd party stuff I've seen has made it ridiculous NOT to use poison.
Title: Poisons in 5e D&D
Post by: jibbajibba on October 03, 2014, 12:06:34 AM
I am totally going to run poison with the Exhaustion rules. I think its a really simple easy match up.

Poisons will have

Vector - ingest, inject, inhale, contact/absorb
Onset - number of rounds/turns/days until they become active
Severity - the target number for any Con saves
Magnitude - how frequently round/turns/days you need to make a con check
Duration - how long they last in your system
Special outcome - some fantasy poisons might not kill they might specifically paralyse, blind or whatever in this case there will be "n" steps to that effect
Cost per dose - in GP
 
So you are exposed to the vector. After Onset rounds you make your first save. Failure results in a rank of exhaustion. You make ongoing checks (with any exhaustion modifiers) based on Magnitude for the Duration.


So:

Anna's Tears - poison brewed from pungent marsh weed that is ingested
Vector - Ingest
Onset - 5 +1d6 turns
Severity - DC 10
Magnitude - hourly
Duration - 8 +1d6 hours
Cost - 10gp

Marlam - heavy metal type poison
Vector - Ingest
Onset - 3+1d3 Hours
Severity - DC-18
Magnitude - Daily
Duration -2 days (note this means that a single dose can't kill you have to keep on dosing someone for an extended period)
Cost - 50gp

Daran's Spike - weapon coating
Vector - Inject
Onset - 1d3 rounds
Severity - DC12
Magnitude - 1 check per round
Duration 6+1d6 rounds
Cost - 100gp to coat a weapon the coating will allow 3 sucessful infections

Pan's touch - Paralysing contact poison
Vector - Contact
Onset - 1d3 rounds
Severity - DC - 15
Magitude - 1 check per round
Special - requires 2 stages (ie 2 failed checks) to paralyse all external muscles
Duration - 5 +1d6 turns (note this means that you are almost certain to fail the checks as you need to make 10 saves a minute for at least 60 minutes. Its the sort of poison super assasins and Evil Vizirs use in fantasy novels to protect their encoded messages or secret treasure)
Cost - 500gp
Title: Poisons in 5e D&D
Post by: Exploderwizard on October 03, 2014, 12:13:41 PM
Quote from: jibbajibba;789836I am totally going to run poison with the Exhaustion rules. I think its a really simple easy match up.

Poisons will have

Vector - ingest, inject, inhale, contact/absorb
Onset - number of rounds/turns/days until they become active
Severity - the target number for any Con saves
Magnitude - how frequently round/turns/days you need to make a con check
Duration - how long they last in your system
Special outcome - some fantasy poisons might not kill they might specifically paralyse, blind or whatever in this case there will be "n" steps to that effect
Cost per dose - in GP
 
So you are exposed to the vector. After Onset rounds you make your first save. Failure results in a rank of exhaustion. You make ongoing checks (with any exhaustion modifiers) based on Magnitude for the Duration.



This is a great template for poisons! Thanks much. :D